/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //gl_warp.c -- warping animation support #include "q_defs.h" extern cvar_t r_drawflat; cvar_t r_oldwater = {"r_oldwater", "0", CVAR_ARCHIVE}; cvar_t r_waterquality = {"r_waterquality", "8", CVAR_NONE}; cvar_t r_waterwarp = {"r_waterwarp", "1", CVAR_NONE}; int32_t gl_warpimagesize; float load_subdivide_size; //johnfitz -- remember what subdivide_size value was when this map was loaded float turbsin[] = { #include "gl_warp_sin.h" }; #define WARPCALC(s,t) ((s + turbsin[(int32_t)((t*2)+(cl.time*(128.0/PI))) & 255]) * (1.0/64)) //johnfitz -- correct warp #define WARPCALC2(s,t) ((s + turbsin[(int32_t)((t*0.125+cl.time)*(128.0/PI)) & 255]) * (1.0/64)) //johnfitz -- old warp //============================================================================== // // OLD-STYLE WATER // //============================================================================== extern qmodel_t *loadmodel; msurface_t *warpface; cvar_t gl_subdivide_size = {"gl_subdivide_size", "128", CVAR_ARCHIVE}; void BoundPoly(int32_t numverts, float *verts, vec3_t mins, vec3_t maxs) { int32_t i, j; float *v; mins[0] = mins[1] = mins[2] = 999999999; maxs[0] = maxs[1] = maxs[2] = -999999999; v = verts; for(i = 0 ; i < numverts ; i++) for(j = 0 ; j < 3 ; j++, v++) { if(*v < mins[j]) mins[j] = *v; if(*v > maxs[j]) maxs[j] = *v; } } void SubdividePolygon(int32_t numverts, float *verts) { int32_t i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int32_t f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; if(numverts > 60) Sys_Error("numverts = %" PRIi32, numverts); BoundPoly(numverts, verts, mins, maxs); for(i = 0 ; i < 3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = gl_subdivide_size.value * floor(m / gl_subdivide_size.value + 0.5); if(maxs[i] - m < 8) continue; if(m - mins[i] < 8) continue; // cut it v = verts + i; for(j = 0 ; j < numverts ; j++, v += 3) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v -= i; VectorCopy(verts, v); f = b = 0; v = verts; for(j = 0 ; j < numverts ; j++, v += 3) { if(dist[j] >= 0) { VectorCopy(v, front[f]); f++; } if(dist[j] <= 0) { VectorCopy(v, back[b]); b++; } if(dist[j] == 0 || dist[j + 1] == 0) continue; if((dist[j] > 0) != (dist[j + 1] > 0)) { // clip point frac = dist[j] / (dist[j] - dist[j + 1]); for(k = 0 ; k < 3 ; k++) front[f][k] = back[b][k] = v[k] + frac * (v[3 + k] - v[k]); f++; b++; } } SubdividePolygon(f, front[0]); SubdividePolygon(b, back[0]); return; } poly = Hunk_AllocName(sizeof(glpoly_t) + (numverts - 4) * VERTEXSIZE * sizeof(float), __func__); poly->next = warpface->polys->next; warpface->polys->next = poly; poly->numverts = numverts; for(i = 0 ; i < numverts ; i++, verts += 3) { VectorCopy(verts, poly->verts[i]); s = DotProduct(verts, warpface->texinfo->vecs[0]); t = DotProduct(verts, warpface->texinfo->vecs[1]); poly->verts[i][3] = s; poly->verts[i][4] = t; } } /* ================ GL_SubdivideSurface ================ */ void GL_SubdivideSurface(msurface_t *fa) { vec3_t verts[64]; int32_t i; warpface = fa; //the first poly in the chain is the undivided poly for newwater rendering. //grab the verts from that. for(i = 0; i < fa->polys->numverts; i++) VectorCopy(fa->polys->verts[i], verts[i]); SubdividePolygon(fa->polys->numverts, verts[0]); } /* ================ DrawWaterPoly -- johnfitz ================ */ void DrawWaterPoly(glpoly_t *p) { float *v; int32_t i; if(load_subdivide_size > 48) { glBegin(GL_POLYGON); v = p->verts[0]; for(i = 0 ; i < p->numverts ; i++, v += VERTEXSIZE) { glTexCoord2f(WARPCALC2(v[3], v[4]), WARPCALC2(v[4], v[3])); glVertex3fv(v); } glEnd(); } else { glBegin(GL_POLYGON); v = p->verts[0]; for(i = 0 ; i < p->numverts ; i++, v += VERTEXSIZE) { glTexCoord2f(WARPCALC(v[3], v[4]), WARPCALC(v[4], v[3])); glVertex3fv(v); } glEnd(); } } //============================================================================== // // RENDER-TO-FRAMEBUFFER WATER // //============================================================================== /* ============= R_UpdateWarpTextures -- johnfitz -- each frame, update warping textures ============= */ void R_UpdateWarpTextures(void) { texture_t *tx; int32_t i; float x, y, x2, warptess; if(r_oldwater.value || cl.paused || r_drawflat_cheatsafe || r_lightmap_cheatsafe) return; warptess = 128.0 / CLAMP(3.0, floor(r_waterquality.value), 64.0); for(i = 0; i < cl.worldmodel->numtextures; i++) { if(!(tx = cl.worldmodel->textures[i])) continue; if(!tx->update_warp) continue; //render warp GL_SetCanvas(CANVAS_WARPIMAGE); GL_Bind(tx->gltexture); for(x = 0.0; x < 128.0; x = x2) { x2 = x + warptess; glBegin(GL_TRIANGLE_STRIP); for(y = 0.0; y < 128.01; y += warptess) // .01 for rounding errors { glTexCoord2f(WARPCALC(x, y), WARPCALC(y, x)); glVertex2f(x, y); glTexCoord2f(WARPCALC(x2, y), WARPCALC(y, x2)); glVertex2f(x2, y); } glEnd(); } //copy to texture GL_Bind(tx->warpimage); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, glx, gly + glheight - gl_warpimagesize, gl_warpimagesize, gl_warpimagesize); tx->update_warp = false; } // ericw -- workaround for osx 10.6 driver bug when using FSAA. R_Clear only clears the warpimage part of the screen. GL_SetCanvas(CANVAS_DEFAULT); //if warp render went down into sbar territory, we need to be sure to refresh it next frame if(gl_warpimagesize + sb_lines > glheight) Sbar_Changed(); //if viewsize is less than 100, we need to redraw the frame around the viewport scr_tileclear_updates = 0; }